Particle/voxel illumination

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  01 January 2013
Particle/voxel illumination

Hi guys, I'm curious how one would approach creating an effect like this...

http://store.discoveryeducation.com/product/show/91061

The specific part of the image I'm referring to is the glow of the light source seen through the closest rings of smoke, creating a kind of sub surface effect.

Although I'm a dynamics noob, I assume this is not particles, but voxels? The extend of my particle knowledge has been using pflow to create billboard sprite effects.

What I'm really after is creating a hot piece of metal with an a&d shader and using 'illuminated scene' with FG to light smoke within close proximity.

I understand this is no easy task, I'd appreciate any leads in creating this type of effect.

Thanks.

Last edited by jgibz : 01 January 2013 at 10:50 PM.
 
  01 January 2013
You could do this with either or particles+krakatoa or voxels & FumeFX typically all three.

FumeFX supports scattering through the volume and supports mentalRay, though it can be finicky. There is no reason you couldn't blend mr and scanline passes if you have issues.

If you use particle and Krakatoa you have control over your density/emission/absorption channels, it render voxels and particles as points.

Matthias uses all three very successfully:
https://vimeo.com/matthiasm
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  01 January 2013
Good to see Krakatoa has a trail. I've heard a lot about these plug-ins, is there no way to achieve these kinds of effects in 3ds max alone? I'm not sure plug-ins are in the budget right now.
 
  01 January 2013
Volumetric Lighting + Fog/Fire Effect could do it (which much less control) in the shipping application. You can attach atmospheric gizmos to particle flow using the information from Bobo, here. Volumetric Lighting + raytrace shadows with atmospheric shadows should give you that god rays effect. Beyond that it really comes down to the look and how much control you need.

-Eric
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  01 January 2013
Thanks for the advice, I'll try that out.
 
  01 January 2013
Being that max is the swiss army knife, or as I like to think of it as a Leatherman MUT, and plugins being the tools attachments. Without the attachments you can get the job done, with them you can get it done the way you want.

That said and if you are interested, you can contact Afterworks directly. They can give you an evaluation license so that you are not restricted to using the demo. They have a pretty heavy spam filter, if you have trouble contacting them let me know (via PM) and I can get a hold of them for you.
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  01 January 2013
Thanks again, I'm going to do some tests today and see what I can do with standalone. I'll post some results and let you know how it goes.
 
  01 January 2013
I just thought of something Jonas Ussing did a cloud tutorial a while back. Total vanilla max, IIRC it fakes some nice scattering.

http://www.3dtotal.com/index_tutori...78#.UPBqb7-9LTo
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  01 January 2013
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